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12090National Assembly main hall WIPhttp://www.moddb.com/members/d3ads/images/national-assembly-main-hall-wip
Sat, 06 Sep 2014 22:32:58 +0000media1165316So the main hall is well and truly on it's way to the finish line, here's a teaser shot in the editor, I'll post an in-game WIP soon...So the main hall is well and truly on it's way to the finish line, here's a teaser shot in the editor, I'll post an in-game WIP soon...]]>National Assembly main hall WIPSo the main hall is well and truly on it's way to the finish line, here's a teaser shot in the editor, I'll post an in-game WIP soon...National Assembly main corridorshttp://www.moddb.com/members/d3ads/images/national-assembly-main-corridors
Mon, 14 Jul 2014 12:51:34 +0000media1132894Here's the first proper in-game showcase of the Assembly interior, here we see part of the main corridors which lead to various parts of the building. For example, in the first shot, the doors on the right lead to the vestibule (shown in heavy wip on the previous uploaded media) and the ones on the left shown fully in the second shot lead to the main hall (which is still being constructed). I basically build everything in one map which is never compiled and then parts of it are transfered over to the quick in-game test map and depending on whether or not it is a success it either gets added to the actual map or back to the construction map (and I do the same with the outside).
Although like most of what I do photos were used for texture creation, a lot of details were handpainted also. I found I couldn't get the benefit on photo references for certain things which is why I painted aspects like the floor so it needs more work to look like the marble surface it should and not so "cartoony".
Pay no attention to the lighting, once the final damaged Assembly is finished the only lighting will be natural light from the sky and the player's flashlight...
Also as before, the pillar heads are placeholders for models (and the bases on the circular columns).
More to come as and when I get it done!
Ps: Yes, the patterns on the floor match up exactly for each piece, as they do irl ;)Here's the first proper in-game showcase of the Assembly interior, here we see part of the main corridors which lead to various parts of the building. For example, in the first shot, the doors on the right lead to the vestibule (shown in heavy wip on the previous uploaded media) and the ones on the left shown fully in the second shot lead to the main hall (which is still being constructed). I basically build everything in one map which is never compiled and then parts of it are transfered over to the quick in-game test map and depending on whether or not it is a success it either gets added to the actual map or back to the construction map (and I do the same with the outside).
Although like most of what I do photos were used for texture creation, a lot of details were handpainted also. I found I couldn't get the benefit on photo references for certain things which is why I painted aspects like the floor so it needs more work to look like the marble surface it should and not so "cartoony".
Pay no attention to the lighting, once the final damaged Assembly is finished the only lighting will be natural light from the sky and the player's flashlight...
Also as before, the pillar heads are placeholders for models (and the bases on the circular columns).
More to come as and when I get it done!
Ps: Yes, the patterns on the floor match up exactly for each piece, as they do irl ;)]]>National Assembly main corridorsHere's the first proper in-game showcase of the Assembly interior, here we see part of the main corridors which lead to various parts of the building. For example, in the first shot, the doors on the right lead to the vestibule (shown in heavy wip on the previous uploaded media) and the ones on the left shown fully in the second shot lead to the main hall (which is still being constructed). I basically build everything in one map which is never compiled and then parts of it are transfered over to the quick in-game test map and depending on whether or not it is a success it either gets added to the actual map or back to the construction map (and I do the same with the outside).
Although like most of what I do photos were used for texture creation, a lot of details were handpainted also. I found I couldn't get the benefit on photo references for certain things which is why I painted aspects like the floor so it needs more work to look like the marble surface it should and not so "cartoony".
Pay no attention to the lighting, once the final damaged Assembly is finished the only lighting will be natural light from the sky and the player's flashlight...
Also as before, the pillar heads are placeholders for models (and the bases on the circular columns).
More to come as and when I get it done!
Ps: Yes, the patterns on the floor match up exactly for each piece, as they do irl ;)National Assembly entrance vestibule WIPhttp://www.moddb.com/members/d3ads/images/national-assembly-entrance-vestibule-wip
Sun, 08 Jun 2014 15:42:54 +0000media1111446just to show I'm still alive and working, here's an editor shot (everything is working 100% in-game, but the lighting isn't great so the editor shows everything clearer) of the entrance to the National Assembly. Made using many photos of the real thing, some of the textures are not final (ie floor) and some geometry is placeholder for modelled props. I have also made progress on the central hallway and main corridors but not enough to show yet.
I hope to finish this part by the end of the month and the rest soon after. This is the most complicated location in the game and it's been taking awhile due to the fact that everything is made in corinthian neoclassical style and it's a lengthy process to recreate it all but there's a lot of repetition so once large chunks are completed, there's a lot of copying/pasting to do with slight alterations.
This is obviously the clean version of the assembly still, the damaged one will likely not be built until other similar clean locations have been made (there are a few other buildings and streets in classical style but not nearly as big/complicated).
With this out of the way early, other locations should be built much quicker (such as the villages, which have already a lot of content made).just to show I'm still alive and working, here's an editor shot (everything is working 100% in-game, but the lighting isn't great so the editor shows everything clearer) of the entrance to the National Assembly. Made using many photos of the real thing, some of the textures are not final (ie floor) and some geometry is placeholder for modelled props. I have also made progress on the central hallway and main corridors but not enough to show yet.
I hope to finish this part by the end of the month and the rest soon after. This is the most complicated location in the game and it's been taking awhile due to the fact that everything is made in corinthian neoclassical style and it's a lengthy process to recreate it all but there's a lot of repetition so once large chunks are completed, there's a lot of copying/pasting to do with slight alterations.
This is obviously the clean version of the assembly still, the damaged one will likely not be built until other similar clean locations have been made (there are a few other buildings and streets in classical style but not nearly as big/complicated).
With this out of the way early, other locations should be built much quicker (such as the villages, which have already a lot of content made).]]>National Assembly entrance vestibule WIPjust to show I'm still alive and working, here's an editor shot (everything is working 100% in-game, but the lighting isn't great so the editor shows everything clearer) of the entrance to the National Assembly. Made using many photos of the real thing, some of the textures are not final (ie floor) and some geometry is placeholder for modelled props. I have also made progress on the central hallway and main corridors but not enough to show yet.
I hope to finish this part by the end of the month and the rest soon after. This is the most complicated location in the game and it's been taking awhile due to the fact that everything is made in corinthian neoclassical style and it's a lengthy process to recreate it all but there's a lot of repetition so once large chunks are completed, there's a lot of copying/pasting to do with slight alterations.
This is obviously the clean version of the assembly still, the damaged one will likely not be built until other similar clean locations have been made (there are a few other buildings and streets in classical style but not nearly as big/complicated).
With this out of the way early, other locations should be built much quicker (such as the villages, which have already a lot of content made).National Assembly Entrancehttp://www.moddb.com/members/d3ads/images/national-assembly-entrance
Wed, 30 Oct 2013 20:11:10 +0000media960808Had a horrible max_map error at midnight yesterday after wanting to do a quick compile before bed, suffice to say I was pretty pissed off about it. Seems to have been fixed now though and it's just as well because it is not long before I will be finished with the Assembly exterior (the clean version anyway). Hopefully if all goes well, I'll post media on the mod page in about two weeks time!
Then there's the interior to do...
Some ornaments are still placeholders, should be obvious which ones...Had a horrible max_map error at midnight yesterday after wanting to do a quick compile before bed, suffice to say I was pretty pissed off about it. Seems to have been fixed now though and it's just as well because it is not long before I will be finished with the Assembly exterior (the clean version anyway). Hopefully if all goes well, I'll post media on the mod page in about two weeks time!
Then there's the interior to do...
Some ornaments are still placeholders, should be obvious which ones...]]>National Assembly EntranceHad a horrible max_map error at midnight yesterday after wanting to do a quick compile before bed, suffice to say I was pretty pissed off about it. Seems to have been fixed now though and it's just as well because it is not long before I will be finished with the Assembly exterior (the clean version anyway). Hopefully if all goes well, I'll post media on the mod page in about two weeks time!
Then there's the interior to do...
Some ornaments are still placeholders, should be obvious which ones...Building almost done...http://www.moddb.com/members/d3ads/images/building-almost-done
Thu, 19 Sep 2013 23:04:21 +0000media933111This is what I've got now, pretty much nearly there. Just need to redo the circular part on the side since the geometry isn't correct, add some more extra details, mirror the right side to left, add steps and then that'll be the main building finished brush wise! Models will be added at some point later when I start to work out how to damage everything...This is what I've got now, pretty much nearly there. Just need to redo the circular part on the side since the geometry isn't correct, add some more extra details, mirror the right side to left, add steps and then that'll be the main building finished brush wise! Models will be added at some point later when I start to work out how to damage everything...]]>Building almost done...This is what I've got now, pretty much nearly there. Just need to redo the circular part on the side since the geometry isn't correct, add some more extra details, mirror the right side to left, add steps and then that'll be the main building finished brush wise! Models will be added at some point later when I start to work out how to damage everything...Building dome tower basehttp://www.moddb.com/members/d3ads/images/building-dome-tower-base
Sat, 14 Sep 2013 23:09:48 +0000media930139So what was no doubt going to be the most complex part of the building has turned out to be not so painful, it's taken less time than I thought it would and apart from getting the width of the walls wrong once, I didn't encounter any issues. It even compiled without any errors or warnings which is great!
Not long to go before the building is finished in it's clean form, then I can post all about it on the Ničija zemlja page...So what was no doubt going to be the most complex part of the building has turned out to be not so painful, it's taken less time than I thought it would and apart from getting the width of the walls wrong once, I didn't encounter any issues. It even compiled without any errors or warnings which is great!
Not long to go before the building is finished in it's clean form, then I can post all about it on the Ničija zemlja page...]]>Building dome tower baseSo what was no doubt going to be the most complex part of the building has turned out to be not so painful, it's taken less time than I thought it would and apart from getting the width of the walls wrong once, I didn't encounter any issues. It even compiled without any errors or warnings which is great!
Not long to go before the building is finished in it's clean form, then I can post all about it on the Ničija zemlja page...Building entrance WIP #2http://www.moddb.com/members/d3ads/images/building-entrance-wip-2
Thu, 11 Jul 2013 23:23:52 +0000media884902Now has most of the main entrance done, just missing a few details that will be added in time!
The pillar heads are placeholders, they will have to be modelled because they're too complex to make out of game geometry!
Paranoia characters are only there to help with scale, I've worked very hard to get it right so it should be a good 90% accurate!
Lighting is not final, so don't worry about it looking odd. Not long to go now till it's all finished, hopefully!Now has most of the main entrance done, just missing a few details that will be added in time!
The pillar heads are placeholders, they will have to be modelled because they're too complex to make out of game geometry!
Paranoia characters are only there to help with scale, I've worked very hard to get it right so it should be a good 90% accurate!
Lighting is not final, so don't worry about it looking odd. Not long to go now till it's all finished, hopefully!]]>Building entrance WIP #2Now has most of the main entrance done, just missing a few details that will be added in time!
The pillar heads are placeholders, they will have to be modelled because they're too complex to make out of game geometry!
Paranoia characters are only there to help with scale, I've worked very hard to get it right so it should be a good 90% accurate!
Lighting is not final, so don't worry about it looking odd. Not long to go now till it's all finished, hopefully!Building entrance WIPhttp://www.moddb.com/members/d3ads/images/building-entrance-wip
Sun, 09 Jun 2013 00:03:30 +0000media861908Made an in-game compile of the important building I'm working on, here you can see the main entrance.
Ignore the odd lighting above the pillars, it's because I haven't textured part of the structure and the bits the player can't see are visible.
The 'box' on the right pillar is to work out what dimensions the actual head needs to be when made.
100% brushwork apart from the guy!Made an in-game compile of the important building I'm working on, here you can see the main entrance.
Ignore the odd lighting above the pillars, it's because I haven't textured part of the structure and the bits the player can't see are visible.
The 'box' on the right pillar is to work out what dimensions the actual head needs to be when made.
100% brushwork apart from the guy!]]>Building entrance WIPMade an in-game compile of the important building I'm working on, here you can see the main entrance.
Ignore the odd lighting above the pillars, it's because I haven't textured part of the structure and the bits the player can't see are visible.
The 'box' on the right pillar is to work out what dimensions the actual head needs to be when made.
100% brushwork apart from the guy!Belgrade Building WIP #2http://www.moddb.com/members/d3ads/images/belgrade-building-wip-2
Sat, 27 Apr 2013 13:28:34 +0000media831490An update to the mystery real life building! Probably about 40% done, although some details need to be modelled at some point in time...An update to the mystery real life building! Probably about 40% done, although some details need to be modelled at some point in time...]]>Belgrade Building WIP #2An update to the mystery real life building! Probably about 40% done, although some details need to be modelled at some point in time...Belgrade Building WIPhttp://www.moddb.com/members/d3ads/images/belgrade-building-wip
Sun, 31 Mar 2013 19:35:34 +0000media815137I haven't made any updates to the Ničija zemlja page for a few months now, been a bit busy with driving lessons/tests but I'm still working on it. One of the biggest jobs I'm doing is constructing an actual building in Belgrade for the ruined city. I'm making it as it stands today intact and then I will produce the interior base and work out how to go about trashing it! I wont tell you what it is (My Serb friends will know what it is, so they have to keep quiet ;)) I'll just give you a clue; Overwatch Nexus...I haven't made any updates to the Ničija zemlja page for a few months now, been a bit busy with driving lessons/tests but I'm still working on it. One of the biggest jobs I'm doing is constructing an actual building in Belgrade for the ruined city. I'm making it as it stands today intact and then I will produce the interior base and work out how to go about trashing it! I wont tell you what it is (My Serb friends will know what it is, so they have to keep quiet ;)) I'll just give you a clue; Overwatch Nexus...]]>Belgrade Building WIPI haven't made any updates to the Ničija zemlja page for a few months now, been a bit busy with driving lessons/tests but I'm still working on it. One of the biggest jobs I'm doing is constructing an actual building in Belgrade for the ruined city. I'm making it as it stands today intact and then I will produce the interior base and work out how to go about trashing it! I wont tell you what it is (My Serb friends will know what it is, so they have to keep quiet ;)) I'll just give you a clue; Overwatch Nexus...